Age | Commit message (Collapse) | Author |
|
only called once for stereo rendering
|
|
|
|
|
|
Added flag on SpatialMaterial to disable shadows
|
|
Fix vector reduction in shader language
|
|
|
|
Added partial texture update to VisualServer
|
|
Add no-blend canvas item render_mode
|
|
|
|
|
|
|
|
Fix Coverity reports of uninitialized scalar variable
|
|
Fixes logically dead code (Coverity)
|
|
|
|
|
|
Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
|
|
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
|
|
Fixes canvas light shaders.
|
|
|
|
Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
|
|
Fix few bugs in shader definitions
|
|
|
|
|
|
A few enhancements on the ARVR Server
|
|
When `p_points.size() > p_colors.size()`, it crashed with invalid
array access to `p_colors`. Also, when `p_colors` was an empty
`Vector` it crashed due a missing `else` checking the `size`
condition, as the code handling that special case exists.
This PR fixes the missing `else` for `p_colors.size == 0` and,
following the `canvas_item_add_multiline` spirit, it only uses the
first color for the whole polyline if points and colors differ in
size.
Fix #17621.
|
|
Apply culling margin (fixes issue #16115)
|
|
|
|
|
|
Fix invalid mix function overload
|
|
RasterizerGLES3
|
|
|
|
|
|
|
|
to actually apply extra culling margin and mark instance AABB dirty
|
|
|
|
|
|
|
|
|
|
Handle single-argument constructors in uniform default values
|
|
|
|
|
|
Expand these (fill vectors, fill matrix diagonals) in _reduce_expression() so they're handled properly even as uniform default values (where they previously caused a crash).
|
|
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
|
|
|
|
|
|
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
Fix premature declaration of shader variables created with assignment
|
|
renames "z" Node2D property to "z_index"
|
|
Fixes #15293.
+ related misc fixes by @akien-mga.
|
|
|